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https://github.com/LmeSzinc/StarRailCopilot.git
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assets/character/Jiaoqiu.png
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assets/character/Jiaoqiu.png
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@ -673,6 +673,7 @@
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"Hook",
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"Huohuo",
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"Jade",
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"Jiaoqiu",
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"JingYuan",
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"Jingliu",
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"Kafka",
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@ -868,6 +869,7 @@
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"Hook",
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"Huohuo",
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"Jade",
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"Jiaoqiu",
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"JingYuan",
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"Jingliu",
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"Kafka",
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@ -1401,6 +1403,7 @@
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"Hook",
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"Huohuo",
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"Jade",
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"Jiaoqiu",
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"JingYuan",
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"Jingliu",
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"Kafka",
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@ -53,7 +53,7 @@ class GeneratedConfig:
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# Group `DungeonSupport`
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DungeonSupport_Use = 'when_daily' # always_use, when_daily, do_not_use
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DungeonSupport_Character = 'FirstCharacter' # FirstCharacter, Acheron, Argenti, Arlan, Asta, Aventurine, Bailu, BlackSwan, Blade, Boothill, Bronya, Clara, DanHeng, DanHengImbibitorLunae, DrRatio, Firefly, FuXuan, Gallagher, Gepard, Guinaifen, Hanya, Herta, Himeko, Hook, Huohuo, Jade, JingYuan, Jingliu, Kafka, Luka, Luocha, Lynx, March7thPreservation, March7thTheHunt, Misha, Natasha, Pela, Qingque, Robin, RuanMei, Sampo, Seele, Serval, SilverWolf, Sparkle, Sushang, Tingyun, TopazNumby, TrailblazerDestruction, TrailblazerHarmony, TrailblazerPreservation, Welt, Xueyi, Yanqing, Yukong, Yunli
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DungeonSupport_Character = 'FirstCharacter' # FirstCharacter, Acheron, Argenti, Arlan, Asta, Aventurine, Bailu, BlackSwan, Blade, Boothill, Bronya, Clara, DanHeng, DanHengImbibitorLunae, DrRatio, Firefly, FuXuan, Gallagher, Gepard, Guinaifen, Hanya, Herta, Himeko, Hook, Huohuo, Jade, Jiaoqiu, JingYuan, Jingliu, Kafka, Luka, Luocha, Lynx, March7thPreservation, March7thTheHunt, Misha, Natasha, Pela, Qingque, Robin, RuanMei, Sampo, Seele, Serval, SilverWolf, Sparkle, Sushang, Tingyun, TopazNumby, TrailblazerDestruction, TrailblazerHarmony, TrailblazerPreservation, Welt, Xueyi, Yanqing, Yukong, Yunli
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# Group `DungeonStorage`
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DungeonStorage_TrailblazePower = {}
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@ -100,7 +100,7 @@ class ConfigGenerator:
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option_add(keys='Ornament.Dungeon.option', options=ornament)
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# Insert characters
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from tasks.character.keywords import CharacterList
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unsupported_characters = ["Jiaoqiu"]
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unsupported_characters = []
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characters = [character.name for character in CharacterList.instances.values()
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if character.name not in unsupported_characters]
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option_add(keys='DungeonSupport.Character.option', options=characters)
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@ -404,6 +404,7 @@
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"Hook": "Hook",
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"Huohuo": "Huohuo",
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"Jade": "Jade",
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"Jiaoqiu": "Jiaoqiu",
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"JingYuan": "Jing Yuan",
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"Jingliu": "Jingliu",
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"Kafka": "Kafka",
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@ -404,6 +404,7 @@
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"Hook": "Hook",
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"Huohuo": "Huohuo",
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"Jade": "Jade",
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"Jiaoqiu": "Jiaoqiu",
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"JingYuan": "Jing Yuan",
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"Jingliu": "Jingliu",
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"Kafka": "Kafka",
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@ -404,6 +404,7 @@
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"Hook": "フック",
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"Huohuo": "フォフォ",
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"Jade": "ジェイド",
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"Jiaoqiu": "椒丘",
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"JingYuan": "景元",
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"Jingliu": "鏡流",
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"Kafka": "カフカ",
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@ -404,6 +404,7 @@
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"Hook": "虎克",
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"Huohuo": "藿藿",
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"Jade": "翡翠",
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"Jiaoqiu": "椒丘",
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"JingYuan": "景元",
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"Jingliu": "镜流",
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"Kafka": "卡芙卡",
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@ -404,6 +404,7 @@
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"Hook": "虎克",
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"Huohuo": "藿藿",
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"Jade": "翡翠",
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"Jiaoqiu": "椒丘",
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"JingYuan": "景元",
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"Jingliu": "鏡流",
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"Kafka": "卡芙卡",
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@ -31,8 +31,15 @@ class Combat(CombatInteract, CombatPrepare, CombatState, CombatTeam, CombatSuppo
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in: COMBAT_PREPARE
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"""
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self.combat_waves = 1
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current = self.combat_get_trailblaze_power()
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cost = self.combat_get_wave_cost()
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if self.config.stored.TrailblazePower.value < self.combat_wave_cost:
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if self._try_get_more_trablaize_power(self.combat_wave_cost):
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current = self.config.stored.TrailblazePower.value
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else:
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return False
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else:
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current = self.combat_get_trailblaze_power()
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if cost == 10:
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# Calyx
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self.combat_waves = min(current // self.combat_wave_cost, 6)
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@ -54,7 +61,7 @@ class Combat(CombatInteract, CombatPrepare, CombatState, CombatTeam, CombatSuppo
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# Check limits
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if self.config.stored.TrailblazePower.value < self.combat_wave_cost:
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return self._try_get_more_trablaize_power(self.combat_wave_cost)
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return False
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if self.combat_waves <= 0:
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logger.info('Combat wave limited, cannot continue combat')
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return False
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@ -213,6 +220,9 @@ class Combat(CombatInteract, CombatPrepare, CombatState, CombatTeam, CombatSuppo
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if self.obtain_frequent_check:
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logger.info('Exit combat to check obtained items')
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return False
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if self.combat_waves <= 0:
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logger.warning(f'combat_waves {self.combat_waves} <= 0 in _combat_can_again, revise to 1')
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self.combat_waves = 1
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# Wave limit
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if self.combat_wave_limit:
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if self.combat_wave_done + self.combat_waves > self.combat_wave_limit:
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